Re: [osg-users] Drawable culling and near/far computation

2013-08-22 Thread Anton Fuhrmann
Hi, just posted a potential fix for this in http://forum.openscenegraph.org/viewtopic.php?p=55941 Cheers, Anton -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55942#55942 ___ osg-users mailing

Re: [osg-users] Drawable culling and near/far computation

2010-01-06 Thread Robert Osfield
Hi Paul, Adding a Drawable::g/setCullingActive(bool) to be consistent with osg::Node seems appropriate. I also wound like to clean up the initial bound setting in Drawable to improve the situtation of where we transform the points in a geometry in the vertex shader to somewhere completely

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly
Paul Martz wrote: I'm rendering a skydome with custom transformations in the vertex shader, so the host bounding box is really quite meaningless. I want to disable culling on the Drawable. We do that at the Geode level... osgGeode-setCullingActive(false) --J

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Paul Martz
Jason Daly wrote: Paul Martz wrote: I'm rendering a skydome with custom transformations in the vertex shader, so the host bounding box is really quite meaningless. I want to disable culling on the Drawable. We do that at the Geode level... osgGeode-setCullingActive(false) Hi Jason -- I

Re: [osg-users] Drawable culling and near/far computation

2010-01-05 Thread Jason Daly
Paul Martz wrote: Hi Jason -- I do that too, but it's not effective in the situation I described in the original post (compute near/far is on, and the bb of the Drawable is behind the viewpoint). Hi, Paul, Yeah, you mentioned that the first time, but I guess it went in one eye and out